Age | Commit message (Collapse) | Author |
|
Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself.
This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code).
For now, it's implemented for the main desktop platforms.
Possible targets for future work: android, uwp, javascript
|
|
modified files)
-.pck and .zip exporting redone, seems to be working..
|
|
Also fix web builds on Windows and clean up
|
|
|
|
|
|
xCode added xcuserdata to gitignore
|
|
|
|
X11: Move audio driver finalize to the start of cleanup
|
|
The audio driver cleanup needs to happen at the start of finish
otherwise a race still seems to exist with the destruction of the
audioserver. I think that destroying the X resoures before has something
to do with it.
|
|
X11: Finalize audiodrivers on exit
|
|
The audiodrivers loaded by OS_X11 are not destroyed before the
audioserver is. This causes a segfault on exit.
The code is taken from os_windows.cpp which did have the cleanup code.
|
|
Correct hash behavior for floating point numbers
|
|
This fixes HashMap where a key or part of a key is a floating point
number. To fix this the following has been done:
* HashMap now takes an extra template argument Comparator. This class
gets used to compare keys. The default Comperator now works correctly
for common types and floating point numbets.
* Variant implements ::hash_compare() now. This function implements
nan-safe comparison for all types with components that contain floating
point numbers.
* Variant now has a VariantComparator which uses Variant::hash_compare()
safely compare floating point components of variant's types.
* The hash functions for floating point numbers will now normalize NaN
values so that all floating point numbers that are NaN hash to the same
value.
C++ module writers that want to use HashMap internally in their modules
can now also safeguard against this crash by defining their on
Comperator class that safely compares their types.
GDScript users, or writers of modules that don't use HashMap internally
in their modules don't need to do anything.
This fixes #7354 and fixes #6947.
|
|
|
|
SceneTreeTimer: Ability to set pause mode
|
|
|
|
-fixes to make scenes exported from godot 2.x work
|
|
Adds an additional flag to SceneTree::create_timer() that tells it whether or not to process when the game is paused.
Defaults to false in order to not break existing functionality.
|
|
Revert "Make nan==nan true for GDScript"
|
|
|
|
Make nan==nan true for GDScript
|
|
After discussing this with Reduz this seemed like the best way to
fix #7354. This will make composite values that contain NaN in the same
places as well as the same other values compare as the same.
Additionally non-composite values now also compare equal if they are
both NaN. This breaks IEEE specifications but this is probably what most
users expect. There is a GDScript function check for NaN if the user
needs this information.
This fixes #7354 and probably also fixes #6947
|
|
Spinbox: don't ignore double clicks.
|
|
Remove bounds check when resuming from yield. (fixes #7796)
|
|
ProjectSettings: InputMap dialog fixes
|
|
Fixes the problem with spinboxes not updating when clicking too fast.
|
|
|
|
The code would get a pointer to the beginning of the call_args by using
operator[] at the stack Vector. This does bound checking. When there are
no call_args this bound check fails and the error mentioned in #7796
gets triggered.
This bound check is actually not necessary as call_args just gets set to
NULL and never dereferenced. This new code will just unconditionally set
the pointer to the place where the call_args are if there are any. There
is no NULL check for call_args anywhere so this is safe.
Fixes #7796
|
|
Fix for issue #7766
|
|
Add initialization for OS_OSX.mouse_mode in OS_OSX::OS_OSX(). mouse_mode now defaults to OS::MOUSE_MODE_VISIBLE.
|
|
Rename the _MD macro to D_METHOD
|
|
Fix compile error with TextureButton
|
|
Export TextureButton::ResizeMode as its own enum values
|
|
This new name also makes its purpose a little clearer
This is a step towards fixing #56
|
|
Remove use of _SCS
|
|
This saves typing and is a step towards fixing #56
|
|
Now the selection jumps to the correct action after a new event has been added.
Also sets the default device id for Joypad button events to 0.
|
|
TCP/UDP listen bind to address and bugfixes
|
|
Polyline
|
|
Update attach/clear script tool bar icon in Scene panel
|
|
Fix relative cursor data in CAPTURED mouse mode on Windows.
|
|
Particles2D: implement texture flip parameters.
|
|
Add a simple signal handler for SIGCHLD on Unix
|
|
Remove memdelete of button in GIProbeEditor exit
|
|
Close out audio drivers when exiting on Windows.
|
|
Removed DX9 Rasterizer in windows
|
|
Enhance TextureButton and TextureRect with resize
|
|
Make _sc_ files work like ._sc_
|
|
Fixed compilation issues with Visual Studio
|
|
Fix msvc compile error
|